Make Skeleton3D::add_bone return the new bone index right away, instead of requiring an additional call to get_bone_count.

This commit is contained in:
Zi Ye 2024-02-24 17:44:26 -06:00
parent 2e7fc81315
commit 995bc8d049
5 changed files with 67 additions and 6 deletions

View File

@ -14,10 +14,11 @@
</tutorials>
<methods>
<method name="add_bone">
<return type="void" />
<return type="int" />
<param index="0" name="name" type="String" />
<description>
Adds a bone, with name [param name]. [method get_bone_count] will become the bone index.
Adds a new bone with the given name. Returns the new bone's index, or [code]-1[/code] if this method fails.
[b]Note:[/b] Bone names should be unique, non empty, and cannot include the [code]:[/code] and [code]/[/code] characters.
</description>
</method>
<method name="clear_bones">

View File

@ -215,3 +215,12 @@ Renamed to EditorSceneFormatImporterFBX2GLTF.
The compat breakage was deemed necessary as this is a class most users wouldn't
use directly, and the name needs to be disambiguated with the new
EditorSceneFormatImporterUFBX.
GH-88791
--------
Validate extension JSON: JSON file: Field was added in a way that breaks compatibility 'classes/Skeleton3D/methods/add_bone': return_value
Added a return value for add_bone.
Should not affect existing regular use - the return value would just be unused.
Compatibility method registered.

View File

@ -0,0 +1,41 @@
/**************************************************************************/
/* skeleton_3d.compat.inc */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef DISABLE_DEPRECATED
void Skeleton3D::_add_bone_bind_compat_88791(const String &p_name) {
add_bone(p_name);
}
void Skeleton3D::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("add_bone", "p_name"), &Skeleton3D::_add_bone_bind_compat_88791);
}
#endif // DISABLE_DEPRECATED

View File

@ -29,6 +29,7 @@
/**************************************************************************/
#include "skeleton_3d.h"
#include "skeleton_3d.compat.inc"
#include "core/variant/type_info.h"
#include "scene/3d/physics_body_3d.h"
@ -409,18 +410,21 @@ uint64_t Skeleton3D::get_version() const {
return version;
}
void Skeleton3D::add_bone(const String &p_name) {
ERR_FAIL_COND(p_name.is_empty() || p_name.contains(":") || p_name.contains("/") || name_to_bone_index.has(p_name));
int Skeleton3D::add_bone(const String &p_name) {
ERR_FAIL_COND_V_MSG(p_name.is_empty() || p_name.contains(":") || p_name.contains("/"), -1, vformat("Bone name cannot be empty or contain ':' or '/'.", p_name));
ERR_FAIL_COND_V_MSG(name_to_bone_index.has(p_name), -1, vformat("Skeleton3D \"%s\" already has a bone with name \"%s\".", to_string(), p_name));
Bone b;
b.name = p_name;
bones.push_back(b);
name_to_bone_index.insert(p_name, bones.size() - 1);
int new_idx = bones.size() - 1;
name_to_bone_index.insert(p_name, new_idx);
process_order_dirty = true;
version++;
rest_dirty = true;
_make_dirty();
update_gizmos();
return new_idx;
}
int Skeleton3D::find_bone(const String &p_name) const {

View File

@ -138,6 +138,12 @@ private:
void _update_process_order();
#ifndef DISABLE_DEPRECATED
void _add_bone_bind_compat_88791(const String &p_name);
static void _bind_compatibility_methods();
#endif // DISABLE_DEPRECATED
protected:
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
@ -153,7 +159,7 @@ public:
// skeleton creation api
uint64_t get_version() const;
void add_bone(const String &p_name);
int add_bone(const String &p_name);
int find_bone(const String &p_name) const;
String get_bone_name(int p_bone) const;
void set_bone_name(int p_bone, const String &p_name);